Thursday, February 27, 2014

Destructibles

Our next project for Programming is to create a destructible. Here are a couple examples of real world things I'm going to do. It'll go into the temple area of my level.

Police Car Crash

Brick Wall Crash

Tuesday, February 25, 2014

Exploding Flower

For class, as I posted earlier, we had to program an exploding "barrel". My model ended up being closer to an earth star mushroom, but technically it's a flower.

I've still got some kinks to work out (beautify the model/textures more, etc.) and especially figure out why the mesh vanishes when I shoot it. There doesn't seem to be anything wrong with my code, and it's worked properly before, so I think it was a matter of luck.

Here it is!


Sunday, February 23, 2014

Race Intro Sequence

Our racing levels are finally out of the graybox stage! As we move into Alpha, our first assignment is to research different intro sequences to see what we want to do for our levels.

I'm not very well acquainted with racing games, so to do my research, I went back to the game I knew the best, Mario Kart. Keeping with previous assignments, I looked into the level I analyzed earlier in the semester, Bowser's Castle from Mario Kart 7.

(Please excuse the talking, but the intro itself lasts less than 20 seconds into the video, then you can stop it)



What I like about Mario Kart intros is that they're simple, meat and potatoes. They say "Okay, here's a core mechanic of the level, here's some cool shots, starting line, ready set go." Not terribly exciting, but it gets the job done and does set the player up for what's to come.

For a more exciting introduction, I found these Ambush Event cutscenes from Need for Speed: Most Wanted. It's a cool way of drawing the player into the level (as well as provide entertainment and a few laughs). If my intro can interest the player like this, I'll be happy.



Friday, February 21, 2014

Barrel Explosion

In programming, our latest assignment is to create a variation of an exploding barrel using Kismet. It had to be an asset that related to our Game Design levels. I chose to do an exploding flower, much like something like this:



The flower has a glowing center, and is already giving off a soft particle with floating leaves or spores. When the player hits it, the flower releases pollen, then the core detonates and explodes, damaging the player.